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(1)

gamedesigninitiative

at cornell university the

Nondigital Prototypes

Lecture 5

(2)

Review: Prototypes

— An incomplete model of your product

—

Implements small subset of the final features

—

Features chosen are the most important now

— Prototype helps you visualize gameplay

—

Way for you to test a new game mechanic

—

Allows you to tune mechanic parameters

—

Can also test (some) user interfaces

(3)

Software Prototypes

— Gameplay Prototype (3/2)

—

Throw-away prototype (not in final submission)

—

Does not have to be on device

—

Should demonstrate core gameplay

— Technical Prototype (3/14)

—

Evolutionary Prototype (part of final submission)

—

Should be on a device except in extreme cases

—

Should demonstrate important mobile challenge

(4)

Next Week: Nondigital Prototype

— No software involved at all

—

Board game

—

Card game

—

Something different?

— Goal is to model gameplay

—

How? Nondigital/digital is very different

—

Model will be far removed from final result

—

What can we hope to learn from this?

(5)

— Level design about progress

— Sense of closeness to goal

— Choice of “paths” to goal (dilemma challenge)

— Path choice can relate to play style and/or difficult

— Easier to design if discrete

— Flow-chart out progression

— Edges are mechanic(s)

— But game state values are continuous (sort of)

Understanding Game Progression

(6)

— Design is discretization

— Impose flow chart on state

— Each box is an equivalence class of game states

— Spatial Discretization

— Contiguous zones

— Example: past a doorway

— Resource Discretization

— Range of resource values

— Example: build threshold

Discrete Progression

(7)

Spatial Discretization

(8)

Spatial Discretization

(9)

Spatial Discretization

(10)

Nature of Discretization

—

State must be unambiguous

— Must be an accurate, precise way to determine state

— Example: string to measure distance in a wargame

—

Actions must be significant

— May correspond to several animation frames

— Example: movement and attack in single turn

—

Mechanics must have compact interactions

— Avoid mechanics that depend on iterated interactions

— Example: physics is iterative and hard to discretize

(11)

— Discretization requires turns

— Represent a unit of action

— When done, game “at rest”

— Turns can be multistep

— Multiple actions in a turn

— Evironmental interactions

— Turns can alternate

— between other players

— with a gamemaster

— not at all (one player?)

Discretization and Turns

(12)

— Allow opponent to interrupt

— Action that reacts to yours

— Played after you act, but before action takes an effect

— Core mechanic in Magic:TG

— Make play asynchronous

— Players still have turns

— But take turns as fast as can

— Conflicts resolved via speed

— Often need a referee for aid

Discretization and Reaction Time

(13)

Case Study: Runaway Rails

— “Free runner” with coaster

— Coaster can go faster/slower

— Speed tests reaction time

— Model with hidden info

— Cannot “process” all at once

— Faster go, less screen to see

(14)

Reaction Time as Hidden Information

Speed changes # of columns at each turn

(15)

What Can We Do Discretely?

— Evaluate emergent behavior

—

Allow player to commit simultaneous actions

—

Model interactions as “board elements”

— Model player cost-benefit analyses

—

Model all resources with sources and sinks

—

Focus on economic dilemma challenges

— Test player difficulty/usability

—

Ideal for puzzle games (or puzzle elements)

—

Can also evaluate unusual interfaces

(16)

What Can We Do Discretely?

— Evaluate emergent behavior

—

Allow player to commit simultaneous actions

—

Model interactions as “board elements”

— Model player cost-benefit analyses

—

Model all resources with sources and sinks

—

Focus on economic dilemma challenges

— Test player difficulty/usability

—

Ideal for puzzle games (or puzzle elements)

—

Can also evaluate unusual interfaces

New issues for mobile games Not that different from CS 3152

(17)

Evaluating Emergent Behavior

— Recall: coupled, context-dependent interactions

—

Requires an action and interaction

—

Or (alternatively) multiple actions

— Model interactions as “board elements”

—

Rules to follow after your action

—

May follow several in succession

—

Examples: Chutes & Ladders, Bonkers, RoboRally

(18)

— Player “programs” robot

— Picks 5 movement cards

— Committed to that choice

— After each card

— Obey board elements in order

— Check robot collisions

— Move = board elements + cards + collisions

Case Study: RoboRally

(19)

Cost-Benefit Analysis

— Where nondigital prototypes really shine

—

Resources are very easy to discretize

—

Economic choices easily map to turns

—

Understanding dilemma challenges is important

— Some believe this is all of game design

—

Claim everything can be reduced to a resource

—

Common in board game adaptations of other media

—

Example: balance game with instability resource

(20)

Case Study: Bounce

Jetpack expends oxygen (=health)

(21)

Tracking Oxygen as a Resource

(22)

Case Study: Trino

Can switch w/ resources

(23)

Measuring Shapeshifting Resources

(24)

Usability Analysis

— Unusual user-interfaces

—

Recall that actions correspond to inputs

—

Some inputs are not simple buttons

—

Example: touch gestures, motion controls

— Puzzle-style games

—

Create a game with module elements (e.g. cards)

—

Laying out levels creates a new game level

—

Allows you to quickly change and test levels

(25)

Case Study: Angry Bunny

Early Design:

Bunny movement affected by multiple

battery “attraction”

(26)

Modeling Movement Controls

Strings attached at board corners

Control piece by pulling strings

(27)

Case Study: Coalide

(28)

Modeling Flick Controls

(29)

Case Study: Family Style

(30)

Modeling Multiplayer Restrictions

(31)

Case Study: Operation Bitwise

(32)

Configurable Protoype from Elements

(33)

Case Study: Magic Moving Mansion

(34)

Configurable Puzzles at Scale

(35)

Experiential Prototypes

— Some prototypes do not test gameplay

—

They test an experience or feeling

—

You determine if the feeling is enjoyable

—

Then go back and design gameplay for that

— Be very careful with this!

—

A very advanced design technique

—

Can easily end up with worthless prototype

—

Have only seen a few successes at this

(36)

Case Study: Gathering Sky

(37)

Feel of Movement Controls

(38)

The Experience of Threat

(39)

Most Important Thing: Progression

— Do not want a one-level game

—

Major problem with “flick” games in this course

—

Endless runners also have this problem

— We want some evidence of a progression

—

What is an easy level?

—

What is a medium level?

—

What is a hard level?

— Your prototype should be reconfigurable

(40)

Easy

(41)

Medium

(42)

Hard

(43)

The Difficulty Curve

Easy Medium Hard

(44)

Case Study: Iridescence

(45)

Easy: Iridescence

(46)

Medium: Iridescence

(47)

Hard: Iridescence

(48)

Case Study: Project Apollo

(49)

Prototype is a Puzzle Sandbox

(50)

Reflecting on What You Have Learned

— Your prototype should teach you something

—

About one of the things covered today

—

Even if it is “this design will not work”

— You will be asked about this at presentation

—

Must be prepared to answer

—

Write-up as part of submission

— Lesson matters more than physical artifact

—

You are not going to sell this prototype

(51)

Case Study: Flourish

(52)

Case Study: Flourish

Our game seemed unclear at the beginning for some players because [they had to conceptually] balance

growth above ground and below ground.

In general, we learned about the specificity we need for different rules that we had thought needed less

explanation.

References

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